game-story-flow

game-story-flow is a skill for Codex from jeremylongworth-source/AgentSkills. It costs 62 tokens per session (470 once invoked), scanned A, original, MIT.

A guide for designing the plot, dialogue, quests, character arcs, and player choices in an interactive game. It treats the story as part of play, where actions can change relationships, information, or the game world.

In plain words
What is it for?
Use it to plan linear or branching stories, quests, cutscenes, lore, dialogue, consequences, and narrative pacing.
Why use it?
It helps keep game stories understandable and engaging while matching the pacing, choices, and repeated actions of the gameplay.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: mentions Codex.

Good fit Use it to plan linear or branching stories, quests, cutscenes, lore, dialogue, consequences, and narrative pacing.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/jeremylongworth-source/agentskills/game-story-flow
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add jeremylongworth-source/AgentSkills --skill game-story-flow
Clone the repo
git clone --depth 1 https://github.com/jeremylongworth-source/AgentSkills

Made for: Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for game-story-flow

README.md
[![agentmods](https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-story-flow/github.svg)](https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-story-flow)
Your own site
<a href="https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-story-flow"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-story-flow/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for game-story-flow

Your own site · 80×15
<a href="https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-story-flow"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-story-flow.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 62 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 470 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00062 $0.00470
Opus 5.5 $0.00025 $0.00188
Sonnet 5.5 $0.00012 $0.00094
Haiku 4.5 $0.00006 $0.00047

Measured 1mo ago against content hash 553ce242ff8a, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

game-story-flow scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/game-story-flow/SKILL.md · 42 lines

How it starts

The opening of the file, as written. The whole thing — 42 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Story Flow

Core Workflow

  1. Identify genre, target tone, player role, narrative camera, agency level, branching depth, content budget, and gameplay loop.
  2. Define the player fantasy and emotional arc before writing scenes. The story should reinforce what the player repeatedly does.
  3. Treat plot as playable pressure: each beat should create a decision, reveal, risk, relationship change, world-state change, or motivation to act.
  4. Preserve agency. When the story must constrain the player, provide strong motivation, readable consequences, or interactive expression.
  5. Track state explicitly: known information, unresolved questions, character goals, relationship changes, promises made to the player, and consequences already paid off.
  6. Review pacing across gameplay, exploration, dialogue, combat, rest, discovery, and cutscenes. Avoid placing long passive exposition where the player expects control.

Narrative Structures

  • Linear story: build clear act turns, escalating stakes, reversible setbacks, and playable transitions between major beats.
  • Branching story: define branch intent, divergence cost, merge strategy, remembered variables, and consequences the player can perceive.
  • Quest narrative: connect objectives to character motivation, local stakes, world logic, and a meaningful result.
  • Environmental storytelling: use spatial order, props, audio, enemy placement, lighting, and interactables to imply events without over-explaining.
  • Dialogue: give each speaker a goal, subtext, conflict, and exit condition. Keep choices distinct in intent, not just wording.

Deliverable Shape

For substantial narrative work, produce:

  • Premise and player role
  • Core conflict
  • Character goals and pressure points
  • Beat sequence
  • Branch or consequence map
  • Gameplay integration notes
  • Dialogue or scene samples where useful
  • Open questions for design, production, or playtesting

References

  • Read references/story-flow-checklist.md when outlining, branching, revising, or reviewing game narrative structure.

Read the full file on GitHub · 42 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 1mo ago First seen · 42 lines · 62 tokens per session scan A 553ce242ff8a

Subscribe to this mod's changes

game-story-flow is a skill published in the GitHub repository jeremylongworth-source/AgentSkills (1 stars, last pushed 17d ago), licensed MIT. It adds 62 tokens to every session and 470 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.

Related

Other skills, from other repositories

unity-yaml-format

Inspect, explain, diff, and carefully edit Unity text-serialized files such as .unity, .prefab, .asset, and related YAML-based project files. Use when mapping class IDs and fileIDs, tracing object references, reviewing merge conflicts, or making minimal safe edits to existing UnityYAML documents.

sator-imaging/suggest-skills · 67 tokens

i4h-workflow-train-rl

Use when training, evaluating, or exporting Workflow policies with online RSL-RL or RLinf, including RL checkpoint and Workflow handoff.

NVIDIA/skills · 38 tokens

cdf-autonomous-vehicle-dataset-generation

Prepare payloads, run and monitor the Autonomous Vehicle Dataset Generation Airflow workflow, and inspect results for driving-clip retrieval and Cosmos3-Nano variants. Existing clips with no retrieval use cdf-video-data-augmentation; seed-image event or anomaly generation uses cdf-event-video-generation.

NVIDIA/skills · 66 tokens

unreal-cpp-architecture

Use when writing Unreal Engine 5 C++ - the gameplay framework classes and where logic belongs, UObject/AActor/UActorComponent lifecycle, UPROPERTY/UFUNCTION and GC-safe pointers (TObjectPtr, TWeakObjectPtr), subsystems, the C++/Blueprint boundary, Enhanced Input, tick discipline, and compiling from the command line.

makifbaysal/tasktrooper · 75 tokens

bevy-ecs-patterns

Use when writing Bevy (Rust ECS) game code - pin and respect the repo's minor version, plugins/systems/queries/resources, schedules with FixedUpdate and Time, states and run conditions, messages vs observers across versions, required components, testing systems with App::update and a manual time strategy, compile-time…

makifbaysal/tasktrooper · 74 tokens

game-loop-and-time

Use when writing anything that moves, animates, counts down or simulates - per-frame vs fixed-step callbacks per engine, the accumulator loop with interpolation, delta-scaled smoothing, pause and time scale, and determinism.

makifbaysal/tasktrooper · 50 tokens